Armored Trooper VOTOMs- Woodo and Kummen
FAQ version 0.1
By Scopedog(redshoulder@juno.com)
In short, I love this game, and since I'm the star of it, I figured I might
as well write a guide to it. Everything that appears here is stuff I
figured out through playing. I don't know any Japanese and therefore can't
read the instruction manual(the few translations herein come from my
sister). Many thanks go to Neil Nadelman for making it possible for myself
and others similarly impaired to clearly understand the TV series(if only he
could make it possible for me to likewise understand the OVAs ^_^.)
Important note: I use a regular controller to play and prefer Control Type
B.
Part 1: The Mission Disk
Bottom line- until you get auto-aim, keep the levels at 1, 10, 10, 5. What
this means is that you walk very slowly, turn very quickly, recover PR
quickly, and have the heaviest armor, respectively. In game terms, it means
you can walk and shoot forever without running out of PR and roller dash for
a very long time. You still have to adjust the rates quite often during
play but I've found these levels to be the most sensible, over-all.
The default layout of the Mission Disk screen is as follows:
Leg muscle cylinder (1-10): 5
Upper arm muscle cylinder(1-10): 5
Heart-lung generator (1-10): 5
Armor class (Light0-5Heavy): 3
Special ability : Kick
Weight (kg) : 7626 Turning effeciency (%): 70
Speed efficiencies(km/h Acceleration effeciency(%): 67
Walking speed : 16 Accuracy (%): 79
RD time speed : 41 PR Fluid Recover power : 5
RD time top speed: 82
In game terms, Leg muscle cylinder affects inertia and walking speed, Upper
arm muscle cylinder affects turning speed, Heart-Lung generator affects PR
recovery, and Armor level is self-explanatory.
Weight and Walking speed are self-explanatory but RD(Roller Dash) time speed
is the speed at which you idle and top speed is the highest speed you can
accelerate to. Turning effeciency is the rate at which you spend SPR while
turning, acceleration effeciency is the rate at which you spend SPR while
accelerating, and accuracy is the the rate at which you spend PR while
looking up and down. PR fluid recovery power is self-explanatory.
Part 2: The Levels
I've got no idea what the mission screens say or what the mission
requirements for each level really are, but my basic strategy is to kill
everything except the truck in Mission 3.
Mission 1
Special ability: Kick
There are 2 really good strategies for defeating Conin. The first and most
obvious is to hide behind the closest obstruction and wait for him to appear
in front of you, then just shoot at him with your back to the wall. If you
can sustain long bursts of succesive hits, he'll keep moving around and miss
you because of it. The benefit of this strategy is that, as long as you're
close to the wall, he can't get behind you. It's also good to run to a
corner, because then it's even easier to keep him in your sights.
The second strategy is to roller dash towards him as soon as the battle
starts. It's a good idea to strafe to the left a little, but when you see
him fire, aim where the fire is coming from, wait several moments, then
roller dash backwards. As you dash backwards, keep track of where the fire
is coming from and keep shooting there; you'll kill him before he gets near
enough to pull off any fancy footwork. It's important to wait before you
roller dash backwards because if you don't wait long enough, he'll go behind
the obstruction in front of him instead of coming straight towards you.
Mission 2
Special ability: Loop Turn, Kick
It's possible to just roller dash through this level. You ought to set your
mission disk to 1, 10, 10, 0 for this. When the level starts, set your SPR
rate to at least equal to your PR then just roller dash. You don't even
need to accelerate. When you get to the 3 emplacements in your way, Armored
Punch one of them twice and roller dash on through.
It's also possible to kill everything. To kill the emplacements, walk close
enough to them to be fired upon, then step back and shoot where the fire
came from. To kill the ATs and the 2 ATs in the Armored Flying Vehicles,
just shoot them while strafing. Keep in mind throughout the game that your
range is longer than everything but other ATs.
On some TVs you can see the emplacements before they can fire. 'Nuff said.
Mission 3
Special ability: Allround Burst, Loop Turn, Kick
Start out by roller dashing until you're fired upon by the police tank, then
quickly step just out of range and stay there. Kill the 2 helicopters and
the 2 cops with bazookas. Roller dash to the right of the gunfire and go
right up to the tank and stand to the right of it's gun. Armored Punch it 4
times then do the same to the other tank. Roller Dash straight to where the
"o" is:
I I
I I
Io I
xI I
_________I I______
____
/ \
c I I
\____/
_________ ______
I I
I I
I I
All the copters come from the "x", so as long as you cover that spot, the
truck will be fine. You don't need to kill anything else but it's fun to
shoot and run over cops at "c" before you head to "o", just make sure no
copters get to the truck.
Mission 4
Special Ability: Allround Burst, Loop Turn, Kick
There's no real strategy to this level, but one loose pattern I've formed is
to turn left and roller dash towards the bazooka cop on the left wall and
run him over(with SPR at twice PR). Then I turn around and kill the tanks
and cops in the middle of the battlefield. Then, sticking to the walls, I
work my way, counter-clockwise, from west to north, destroying tanks and
running over bazooka cops(the best way to kill them).
To kill the Brutishdog, just stay behind either of the northern obstructions
until she gets in front of you then fight her the same way as Conin. You
can also charge and retreat while firing, like Conin, first, and then hide
behind an obstruction; you'll do alot more damage that way. It also works
to just shoot her as she runs towards you, but not if you've taken too much
damage.
Mission 5
Special ability: Weapon Selector
I always go left here. The best way to kill the first 2 tanks is to strafe
and fire at them, back and forth between cover until they die; they'll
rarely hit you. You might want to kill the next 3 copters with Solid
Shooter to conserve missiles, but if you're a bad shot, use missiles.
Either way, just stand your ground until they're dead; your roller dash is
too slow to evade the missiles they fire. If you've got any Solid Shooter
left, use that on the next 2 copters, otherrwise use Vulcan(or missiles if
you're a bad shot). Next, standing on the right wall of the 3 tank, 2 cop
barricade, roller dash sideways and missile the 2 cops, then kill the tanks
with machine gun by strafing left and right in front of them until they're
dead. Now turn on your missiles and put your SPR at twice PR and roller
dash at top speed over the 2 cops that appear in front of you then turn left
and missile the copter behind them. Roller dash until you're out of the
range of bazookas then change to machine gun and kill the tank behind the
wall. The are 2 more tanks past it that you can kill without them
attacking. Turn right and vulcan the 2 copters there, but stick to the
north wall. From the right of the barricade, roller dash left and missile
the 2 bazooka cops then kill the 2 tanks by standing on the left of the
barricade and shooting from cover. Next missile the last 2 cops and if
you've got any left, missile or SMM the last 2 tanks, then roller dash to
victory.
Mission 6
Special Ability: Allrange Burst, Loop Turn, Double Arm Punch, Kick
Choose Double Arm Punch as your special ability and charge the Brutishdog.
The only way to win is to Double Arm Punch her at least once and then fight
her like Conin with your back to the north wall. You can Double Arm Punch
her to death, too.
Mission 7
Special Ability: Allrange Burst, Loop Turn, Double Arm Punch, Kick
All the same old rules apply here. Run over cops and stand under bazooka
cops to avoid there fire, then step back and shoot them.
Mission 8
Special Ability: Allround Burst, Loop Turn, Double Arm Punch, Kick, Allrange
Burst
Same old rules. Step cautiously towards multiple ATs so you only fight one
at a time. Some ATs charge you, fight these like Conin; the best tactic is
to charge and retreat while firing.
Mission 9
Special Ability: Allround Burst, Loop Turn, Double Arm Punch, Kick, Auto
Tracking, Allrange Burst
Use Auto Tracking and set your mission disk to 1, 1, 10, 5. Run over
guerillas and just stand your ground to kill Turtles. Strafe around tanks.
Just shoot the missile trucks.
Mission 10
Special Ability: Allround Burst, Loop Turn, Double Arm Punch, Kick, Auto
Tracking, Allrange Burst
Use Auto Tracking and set your mission disk to 1, 1, 10, 5. Immediately
Roller dash backwards and keep shooting straight ahead. When the Turtle
gets close adjust your aim until it dies(with your back to the wall).
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All comments, criticisisms, clarifications,
corrections, complaints, and compliments to redshoulder@juno.com.